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We believe that the underlying skills that comprise human executive functions of attention, memory, critical thinking, abstract reasoning and decision making can be significantly improved using the ATENTIVmynd™ Solution.
ATENTIVmynd™ Games are truly personalized to each player by our ‘in-game’ proprietary calibrations of attention levels and the player’s relative performance in moving through multiple challenge tasks that teach and sustain new executive function skills. As each player’s attention levels rise into an optimized learning zone, a series of thirteen skill challenges emerge within a captivating adventure story. Performance against each challenge regulates the emerging adventure story to maximize engagement and skill development. Children learn to instantly recognize, push away and ignore distractions and suppress their impulsivity at home, school and in life, helping them to overcome their struggles due to poor attention and impulse control skills.
Each ATENTIVmynd™ Game takes about 8 hours of about 24 training sessions spread over 6-8 weeks. Each adventure story takes about 20-25 minutes to play through to end.
ATENTIVmynd™ Games fully engage each child into a virtual world, driven only by the child’s own attention brain waves. Controlling their attention and impulsivity enables the child to overcome multiple challenges, each a component of thirteen attention and impulse control skills such as focused, sustained, divided, selective and alternating attention and behavioral inhibition, self-regulation, delayed gratification, novelty inhibition and more. Collectively, the child learns to utilize and apply each skill several times within the virtual world, including methods that reinforce and transfer these new skills to real world practice. Completing the adventure series within an ATENTIVmynd™ Game significantly increases the child’s power of sustaining focused concentration and dodging distraction.
Core Skills | Definition |
---|---|
Focused Attention | Arousing one’s attention and focusing it on a stimulus |
Sustained Attention | Maintaining attention on a stimulus for a prolonged period |
Cognitive Inhibition | Suppressing distraction from irrelevant thoughts |
Behavioral Inhibition | Suppressing pre-potent or impulsive responses |
Selective Attention | Directing attention toward a specific stimulus |
Alternating Attention | Rapidly shifting one’s focus of attention |
Divided Attention | Maintaining two or more focuses of attention simultaneously |
Interference Control | Suppressing distraction from irrelevant stimuli |
Novelty Inhibition | Suppressing distraction from new stimuli |
Delay of Gratification | Suppressing immediate desire for a greater long-term reward |
Inner Voice | Use of an inner monologue to motivate and guide actions |
Motivational Inhibition | Modifying behavior in response to punishments or rewards |
Self-Regulation | Modifying behavior in response to future goals and outcomes |
Because Everything we do Begins with Attention, ATENTIV’s products provide core executive function skill development to improve attention and impulse inhibition. We plan to provide product applications for the Core Skills for children and adults to maximize personalized engagement and rapid learning for early schoolers ages 4-7, children ages 8-12, adolescents ages 13-18 and adults 19-80. Sequels and customized applications are planned to provide higher-level executive function skill achievement.
Games are rapid learning tools for all ages. Each player learns what it feels like to evoke an attentive state at will within the epic story of the game. What might have been sporadically attainable before playing the game becomes consistently attainable afterward. Children who used to struggle with sustained attention can develop confidence in their attention control abilities. This confidence is key, because it means empowerment, self-esteem, and mastery of executive function skills.
ATENTIVmynd™ Games are unique because each game application demonstrates to children that they can rapidly learn and improve their executive function abilities, not only by learning something new, but by learning “how” to learn something new. It shows children the power of their minds, beyond the ability to memorize and repeat.
ATENTIVmynd™ Games provide a sixth sense in the ability to “feel” a state of mind, while being shown the quality of this state through the game. Playing, quite literally, involves moving objects with your mind. It creates executive function synergy by synchronizing attention with action.
By projecting the player's actual attention states into the virtual game, ATENTIVmynd™ Games reveal how attention looks and feels.
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